#include "settings.h"
#include "profiler.h"
#include "log.h"
+#include "nodemetadata.h"
+#include "nodedef.h"
+#include "tooldef.h"
/*
QueuedMeshUpdate
ScopeProfiler sp(g_profiler, "Client: Mesh making");
scene::SMesh *mesh_new = NULL;
- mesh_new = makeMapBlockMesh(q->data);
+ mesh_new = makeMapBlockMesh(q->data, m_gamedef);
MeshUpdateResult r;
r.p = q->p;
IrrlichtDevice *device,
const char *playername,
std::string password,
- MapDrawControl &control):
- m_mesh_update_thread(),
+ MapDrawControl &control,
+ IWritableTextureSource *tsrc,
+ IWritableToolDefManager *tooldef,
+ IWritableNodeDefManager *nodedef
+):
+ m_tsrc(tsrc),
+ m_tooldef(tooldef),
+ m_nodedef(nodedef),
+ m_mesh_update_thread(this),
m_env(
- new ClientMap(this, control,
+ new ClientMap(this, this, control,
device->getSceneManager()->getRootSceneNode(),
device->getSceneManager(), 666),
- device->getSceneManager()
+ device->getSceneManager(),
+ tsrc, this
),
m_con(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, this),
m_device(device),
m_playerpos_send_timer = 0.0;
m_ignore_damage_timer = 0.0;
- //m_env_mutex.Init();
- //m_con_mutex.Init();
+ // Build main texture atlas, now that the GameDef exists (that is, us)
+ if(g_settings->getBool("enable_texture_atlas"))
+ tsrc->buildMainAtlas(this);
+ else
+ infostream<<"Not building texture atlas."<<std::endl;
+
+ // Update textures
+ m_nodedef->updateTextures(tsrc);
+ // NOTE: This should be done only after getting possible dynamic
+ // game definitions from the server, or at least shut down and
+ // restarted when doing so
m_mesh_update_thread.Start();
/*
Add local player
*/
{
- //JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
-
- Player *player = new LocalPlayer();
+ Player *player = new LocalPlayer(this);
player->updateName(playername);
//TimeTaker t1("TOCLIENT_ADDNODE");
MapNode n;
- n.deSerialize(&data[8], ser_version);
+ n.deSerialize(&data[8], ser_version, m_nodedef);
addNode(p, n);
}
Create a new block
*/
//infostream<<"Creating new"<<std::endl;
- block = new MapBlock(&m_env.getMap(), p);
+ block = new MapBlock(&m_env.getMap(), p, this);
block->deSerialize(istr, ser_version);
sector->insertBlock(block);
// Create a player if it doesn't exist
if(player == NULL)
{
- player = new RemotePlayer(
+ player = new RemotePlayer(this,
m_device->getSceneManager()->getRootSceneNode(),
m_device,
-1);
//t4.stop();
//TimeTaker t1("inventory.deSerialize()", m_device);
- player->inventory.deSerialize(is);
+ player->inventory.deSerialize(is, this);
//t1.stop();
m_inventory_updated = true;
<< peer_id << std::endl;
} else {
std::istringstream iss(itemstring);
- delete inv->changeItem(0, InventoryItem::deSerialize(iss));
+ delete inv->changeItem(0,
+ InventoryItem::deSerialize(iss, this));
infostream<<"Client: player item for peer " << peer_id << ": ";
player->getWieldItem()->serialize(infostream);
infostream<<std::endl;
}
}
+// IGameDef interface
+// Under envlock
+IToolDefManager* Client::getToolDefManager()
+{
+ return m_tooldef;
+}
+INodeDefManager* Client::getNodeDefManager()
+{
+ return m_nodedef;
+}
+ITextureSource* Client::getTextureSource()
+{
+ return m_tsrc;
+}
+